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#openttd IRC Logs for 2015-10-23

---Logopened Fri Oct 23 00:00:00 2015
00:01<tipsyTentacle>Quick question: how does OpenTTD multiplayer work? I heard there were rules to prevent griefing and things?
00:04<greeter>hmm, that is a good question
00:06-!-supermop [~supermop@pool-108-6-12-46.nycmny.fios.verizon.net] has joined #openttd
00:13<tipsyTentacle>I joined Reddit Server One. It seems like every company has their own little niche?
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00:14<greeter>hmm, i have very little experience with multiplayer unfortunately. i'm not really sure what would be proper etiquette, except for maybe some of the most obvious rules
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00:41<greeter>hmm
00:54<tipsyTentacle>hmm
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00:57<greeter>seems we're both working things out for ourselves tonight lol
00:58<tipsyTentacle>?
00:59<greeter>you're working on learning about multiplayer rules, i'm working on creating a scenario
00:59<tipsyTentacle>ohh interesting :O
01:00<greeter>yes. i was browsing the openttd forums and i saw something about creating custom height maps based on real world locations. starting to wish i hadn't read that though lol
01:18<tipsyTentacle>hehe
01:18<tipsyTentacle>I know that want though; i do enjoy making maps based on RL places i've been
01:19<tipsyTentacle>for other games
01:20<greeter>well, i either can't find good software for what i need to do or using it well is beyond me at this point (likely the latter lol) but i got something rudimentary imported to the game at least
01:27<greeter>rofl, well one file i just tried was rather, interesting. it interpreted the ocean as the highest part of the map, at least in the sub arctic climate that means it is water, even if not liquid
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03:25<Guest5766>tipsyTentacle: you cannot remove tiles owned by other companies in MP
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03:26<Wolf01>hi o/
03:26<Xaroth>so while griefing is somewhat doable, once a track is set there's not that much that can be done
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03:51<planetmaker>tipsyTentacle, 'rules to prevent griefing' are those which are enforced by the server moderators
03:52<planetmaker>whatever technical set one creates - technical rules can always be circumvented. Especially in such an open construction game like openttd
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04:10<Xaroth|Work>o/ planetmaker
04:11<Wolf01>planetmaker, just put other players in spectator mode :D
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04:32<planetmaker>Wolf01, that's what we automatically do, if a playername wasn't chosen ;) Then the player gets immediately moved to spectator :P
04:32<planetmaker>Thus no player with name Player* can play :)
04:34<Wolf01>but it's a Player* problem which can be fixed by himself, if i want "planetmaker" to be a spectator how could do it?
04:35<@peter1138>Many multiplayer servers have rules which prohibit direct competition, as they assume "ownership" of towns or industries. Sad.
04:38<planetmaker>Wolf01, !rcon players; !rcon move playerID 255
04:39<planetmaker>so yes, just like you advised :)
04:43<Wolf01>good
05:13<tipsyTentacle>So, I am not sure if I am making mainlines very well
05:13<tipsyTentacle>but I guess I am not playing connecting the dots anymore? :D
05:14<tipsyTentacle>Although I think connect the dots might work for PAX? Not sure.
05:28<V453000>aware of openttdcoop.org? :P
05:29<tipsyTentacle>Yes. Reading about techniques is one thing. Applyinng it to this mountainous terrain is another <_<;
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05:35<V453000>openttdcoop mainly has servers where you can find people to learn from and build with ;) reading is indeed just one thing
05:35<tipsyTentacle>Ohhhhhh. I've been hestiant to join a server since I feel very inexperienced. Like, I'll be a burden rather than an asset.
05:36<tipsyTentacle>But I guess everyone is just there to have fun and help each other soooo....
05:37<planetmaker>quite right.
05:37<planetmaker>as long as you play by the server rules, every skill level is welcome
05:38<V453000>playing and communicating with people is the best and fastest way to learn, too ;)
05:42<tipsyTentacle>Well, I'll def have to try it when i get home from work.
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05:58<V453000>IRC channel is #openttdcoop on this network, in case you wondered :P
05:59<tipsyTentacle>Thanks. I've only been there once before and all i did was idle
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06:07<@Alberth>hi hi
06:09<@peter1138>hi
06:09<Wolf01>hi hi hi
06:10<V453000>nohi
06:11<tipsyTentacle>bye bye
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06:41<__ln__>@seen Yexo
06:41<@DorpsGek>__ln__: Yexo was last seen in #openttd 2 years, 46 weeks, 4 days, 21 hours, 25 minutes, and 11 seconds ago: <Yexo> <NGC3982> The station glitches are CHIPS related. I adressed it to Andy the other day, and it seems like it's b0rked in some way. <- it's still in the issue tracker for CHIPS, but I haven't had time to look at it yet
06:42<__ln__>leader in idling contest
06:46<Wolf01>wow, that could be a new record
06:47<@Alberth>more likely, a bouncer that wasn't pulled down
06:47<Wolf01>it is its ghost :OOO
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08:30<rofl_kills_lol>Hello together
08:31<rofl_kills_lol>I tried to download open TTD but the website is not responding after i clicked on the link to the file
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09:29<planetmaker>and which link did you click?
09:30<planetmaker>ah.. gone.
09:30<__ln__>naturally
09:32<V453000>perfect nickname for a smart person
09:32<planetmaker>yep. A real smarty.
09:32<planetmaker>Sadly not made of chocolate
09:33<planetmaker>https://paste.openttdcoop.org/pdpucmoml
09:33<planetmaker>uhm...
09:33<planetmaker>https://pixabay.com/static/uploads/photo/2010/12/13/09/50/lentils-1653_640.jpg meant that :D
09:34<@Alberth>:)
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10:13<andythenorth>but seriously, who uses the ‘Green’ map colour?
10:13<andythenorth>really?
10:17<@Alberth>I did for a long time :)
10:17<@Alberth>and tbh I still like it more than the blue/dark purple one I use now
10:22<andythenorth>also hi
10:22<@peter1138>Speaking of colours... haha https://www.youtube.com/watch?v=ilnzJBkWfIE
10:22*planetmaker does
10:22<planetmaker>also hi :)
10:23<@peter1138>Nearly 3 years old ;p
10:23<@peter1138>Though, old version of it.
10:23<planetmaker>:)
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10:52<Eddi|zuHause><V453000> perfect nickname for a smart person <-- it's not actually true, though. "hehe" kills "lol"
11:22<andythenorth>hmm
11:22<andythenorth>pax cdist
11:22<andythenorth>the winning strategy is point-point networks?
11:23<andythenorth>never connect more than 2 stations in the same linkgraph?
11:24<lastmikoi>sounds unnatural
11:28<@Alberth>just ignore number of waiting pax?
11:29<andythenorth>kind of annoys me
11:29<andythenorth>also ‘winning’ in this case also includes ‘getting paid fast’
11:29<andythenorth>I need money to win Silicon Valley ;)
11:30<@Alberth>don't full load?
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11:30<andythenorth>I don’t :)
11:31<andythenorth>but passengers going more hops = longer time to get paid
11:31<andythenorth>I guess total money is about the same
11:32<@Alberth>tmwftlb :)
11:32<@Alberth>btw iron horse trains from 1860 aren't very good for climbing mountains with freight :)
11:33<andythenorth>ha
11:33<andythenorth>what weight multiplier?
11:33<@Alberth>4
11:33<andythenorth>yeah ok
11:34<andythenorth>I stopped using anything but 1 some while ago
11:34<andythenorth>no particular reasons
11:34<andythenorth>good luck :)
11:34<andythenorth>try Tropic climate :P
11:34<andythenorth>there are no mountains in Tropic
11:34<andythenorth>is it known broken, or is ‘ignore player settings for map gen’ by design?
11:35<@Alberth>just adding double 0-6-0-ramsbottom engine to anything going up hill :)
11:35<@Alberth>afaik tropic doesn't do hills
11:36<andythenorth>empiricism agrees
11:36<andythenorth>for my limited testing of 30 maps or so
11:37<andythenorth>original map generator does hills in Tropic, it’s just Terragenesis that’s refusing
11:37<andythenorth>maybe I can break that locally
11:37*andythenorth looks in src
11:38<@Alberth>I don't remember if there are dedicated settings for tropic with terragenesis
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11:40<andythenorth>looks like there
11:40<andythenorth>are
11:40<@Alberth>quak
11:40<andythenorth>hmm
11:41<andythenorth>maybe I can just delete some stuff
11:41<@Alberth>make tropic scenario :p
11:41<frosch123>moin
11:42<andythenorth>I could use a heightmap I suppose
11:42<andythenorth>but now I have to know why it’s so weird :P
11:42<@Alberth>better option
11:43<andythenorth>GenerateTerrain() does something
11:44<andythenorth>ah
11:45<andythenorth>tgp.cpp is the place I need :)
11:45<andythenorth>* Half of tiles should be at lowest (0..25%) heights */
11:45<andythenorth>no mountains for you then
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11:50<@Alberth>that's why I play arctic :p
11:51<@Alberth>hmm, 1896, and still no livestock trucks
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12:08<andythenorth>no Iron Horse livestock wagons? Or RVs?
12:09<@Alberth>RV
12:09<@Alberth>livestock trams do exist though
12:10<@Alberth>but euhm, we can pretty soon invent flight, and no RV yet :p
12:12<@Alberth>:o clay has more sandy colour now, nice
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12:25*andythenorth wonders if the clay change was intended :P
12:25<andythenorth>I do need to add earlier RVs
12:26<andythenorth>oic, no livestock truck until 1941
12:27<andythenorth>Alberth: what year are you in now?
12:30<@Alberth>1898
12:31<@Alberth>but livestock travels by luxury tram through the city now :)
12:31<andythenorth>are you using grf from bananas, or manually installed?
12:31*andythenorth is adding a truck
12:31<andythenorth>not until 1911 mind
12:32<@Alberth>iirc manually install
12:32<@Alberth>roadhog alpha 16
12:32<andythenorth>sounds like banaramas
12:33<andythenorth>anyway, I pushed some changes https://dev.openttdcoop.org/projects/road-hog/repository
12:33<@Alberth>could be, I don't track where I downloaded versions from
12:39<@Alberth>\o/
12:46<Eddi|zuHause>i'm still waiting for a horse-carriage-only grf that can be freely combined with any other road set
12:47*andythenorth won’t be providing that, sorry :P
12:47<andythenorth>you could do your own
12:47<andythenorth>o_O
12:47<Eddi|zuHause>i could, but i probably won't.
12:47<andythenorth>this is life
12:48<andythenorth>I could (probably) make Tropic map gen less stupid
12:48<andythenorth>but I probably won't
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12:48<andythenorth>ha ha, if I get enough money, I could terraform the mountains *in* :P
12:48<andythenorth>neat inversion of the boring land-levelling play style :D
12:49<frosch123>Eddi|zuHause: will it feature unicorn-carriages that go 500 km/h?
12:49<Eddi|zuHause>unlikely.
12:49<frosch123>not buying it then
12:50*andythenorth is considering the sail-bus
12:50<andythenorth>sail-lorries too
12:52<Eddi|zuHause>i might do a duocorn, though :p https://www.facebook.com/KarenHallion/posts/10153622382447363?_fb_noscript=1
12:52<Wolf01>why not also magnus effect ships?
12:55<andythenorth>why not indeed
12:56<Eddi|zuHause>i have no idea what that means
12:58<andythenorth>flettner rotor ships
13:00<andythenorth>also what exactly are lines 491-509 _doing_ in tgp.cpp?
13:02<andythenorth>http://git.openttd.org/?p=trunk.git;a=blob;f=src/tgp.cpp;h=436870b4129fdad9d432fdc0832912539ca40c0a;hb=HEAD#l491
13:03<@Alberth>my guess is 'magic'
13:05<frosch123>andythenorth: it halfes the altitude of land at low altitude
13:05<frosch123>while preserving mountatins
13:05<frosch123>so, essentially it turns an average hilly landscape into a flat landscape with some steep mountains in it
13:06<andythenorth>if I set max height levels to 255 and set variety distribution to ‘none’ and terrain type to ‘mountainous'
13:06<andythenorth>then I get a couple of height-level 16 mountains on my map
13:06<frosch123>sounds like that
13:07<andythenorth>ho ho
13:07<andythenorth>if I set height level to 16, I get a reasonable looking map
13:07<andythenorth>but at 32, they’re pathologically flat
13:08<andythenorth>I’ve generated lots
13:08<andythenorth>bug in MHL?
13:10<frosch123>it may be because of the maximum slope
13:10<andythenorth>it’s multi-factorial
13:10<andythenorth>variety distribution other than ‘none’ really kills tropic maps to ‘flat'
13:10<frosch123>it tries to make all land flatter, except for mountains which it tries to make steeper and higher
13:10<frosch123>but you can only climb so many height levels on a short distance
13:10<frosch123>so the high mountain fails
13:11<andythenorth>that makes sense
13:11<frosch123>are your mountains limited by the slopes?
13:12<frosch123>i.e. could they be higher with the same base area?
13:13<andythenorth>I think so
13:13<andythenorth>but not if the base area is being flattened :P
13:13<@Alberth>I think that's good up to some point, steep hill up isn't nice playing
13:13<andythenorth>so many factors, it’s hard to draw a strict conclusion on this
13:14<frosch123>do you know what gamma correction is in picture processing?
13:15<andythenorth>approximately
13:16<andythenorth>oh, it’s the curves tool in photoshop
13:16<andythenorth>ok
13:17<andythenorth>some input values are clamped up or down
13:17<frosch123>minimum and maximum remain unmodified
13:17<frosch123>but the values in the middle are either shifted up (arctic) or down (tropic)
13:19<andythenorth>this is so we can have flat deserts, in the Tropic case
13:19<andythenorth>?
13:19<frosch123>resulting in tropic having mostly low land with peaking hills, and arctic having plateau mountains
13:21<frosch123>well, whatever. the answer to all questions is: 1. map generator preview 2. more map generator controls, which remain unlabeled
13:23<andythenorth>I have a preview :P
13:23<andythenorth>I just hit ‘generate’, and then look at the map
13:23<andythenorth>if I don’t like it, I hit ‘newgame’ in console :P
13:23<andythenorth>solved
13:24<frosch123>yeah, but you have a hard time distingushing what is caused by your settings, and what is caused by randomness
13:25<andythenorth>agreed
13:30<andythenorth>hmm, no South American Town Names :P
13:30<andythenorth>‘latin american’ of course :P
13:30<andythenorth>silly andythenorth
13:30<frosch123>brazilian town names?
13:33<andythenorth>close, but no cigar :)
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13:36<frosch123>moin
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14:15<@Terkhen>hello
14:16<andythenorth>hi Terkhen :)
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15:28<greeter>well, it took a lot of fiddling, but i finally managed to import canada's atlantic provinces as a height map, sort of lol
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18:26<Wolf01>'night
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19:13<drac_boy>hi
19:16<greeter>greetings drac_boy
19:17<drac_boy>hows you again greeter? :)
19:17<greeter>i'm doing great. because of a tutorial i found on the forums, i've been able to import the maritime provinces to openttd :-D you?
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19:18<drac_boy>eh..making maps?
19:19<greeter>kind of. it isn't a great job in my opinion, but it's definitely there lol
19:19<greeter>at the rate this is going, i'm wondering if i'm going to learn c++ just to get onto the dev team
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19:20<drac_boy>well..have fun and don't forget to leave some land space in straight line as to let a player be able to build a rail bridge over to pei :)
19:21<greeter>and cape breton :-P though that's nowhere near as tall an order
19:22<drac_boy>cape breton?
19:22<greeter>yes. because of the highlands and the fact that i've put the height map into the sub arctic climate, i've decided to put a forest there
19:23<drac_boy>cape breton isn't an island :)
19:23<greeter>yes it is
19:24<drac_boy>tbh the two very tiny islands by cape breton are probably too small to even actually put an industry building on even less the rail station tiles
19:24<greeter>there's no tiny islands by cape breton in my map (the image i imported everything from didn't have them to begin with)
19:25<greeter>in fact it was a heck of job to edit the image so that it was prince edward island, not the prince edward islands lol
19:25<greeter>oddly enough it does have sable island, which is basically just a sandbar
19:26<drac_boy>actually its a major enough obstacle for any ship routes so :)
19:27<greeter>there is that lol
19:28<greeter>i did put a lighthouse on it. wouldn't be easy to build a rail link to it, nor would there be a point since it's too small for any industries or a town that would be worthwhile
19:29<drac_boy>don't bother..just make sure pei can have at least 1 or better 2 bridge positions that wouldn't require terraform :)
19:30<greeter>yes, i'll have to look into that, especially since i already added two cities, a town, and a coal power plant (closest thing to a wind farm in this game lol)
19:32<drac_boy>greeter well pei was more of a mixed-industry island early on (and most of the trains were for passengers)
19:32<greeter>indeed
19:32<greeter>today, well, i don't know. none of the atlantic provinces are doing great economically, so i've more or less abandoned realism for that reason alone :-P
19:34<drac_boy>greeter well the only reason pei lost rail link was due to mass containerizing .. and re the new heavyduty road bridge link altogether
19:34<greeter>though i'm still putting a paper mill in saint john, since i used to work there lol
19:34<drac_boy>when that happened CN couldn't make its old claim to "serve all of canada" slogan tho :->
19:34<greeter>true
19:34<greeter>for whatever reason though, canada loves making it hard on railroads
19:35<greeter>we used to have one of the best rail systems in the world, second to maybe the united states. imagine how much cheaper goods and shipping would be if that had been kept up?
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19:38<drac_boy>btw greeter .. there are also these, what you think of the locomotive to the left? :) https://c2.staticflickr.com/8/7489/16270517286_d5b3c4b4af_b.jpg
19:41<drac_boy>just asking after all
19:42<greeter>i like the style of the one on the right better to be honest
19:44<drac_boy>greeter well the left one was built by gm/emd combo division .. its shown in the later-common 4-axle type but a good chunk of the initial order had been for the special 6-axle variations (basically one extra idler axle on each trucks) for the old light rails that was common on grain-serving rails (not much profit to bother upgrading the rail ratings so ehh yeah)
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19:44<drac_boy>just had a single 1200hp engine so no surprise that a low hood was easier and cheaper to fit on (even if that almost makes it look a bit just like the Alco RS)
19:46<greeter>hmm
19:46<drac_boy>nothing like watching one of these original (6-axle type) unit shoving three grain hopper wagons forward at a regulations-restricted 10kph speed for some time over the old farm route till it could reach heavier duty tracks :)
19:47<greeter>lol i bet
19:49<drac_boy>http://www.railways.incanada.net/Articles/art2015-06.jpg heres one of these mildly-remote old rails to give you an idea
19:50<drac_boy>if you went further you could sometimes wonder if theres even any ties down there because its all hidden out of view by the old growth of weeds+flowers
19:50<drac_boy>so yeah talk about needing a light-axle-load locomotive for these grain traffics while they still existed
19:51<greeter>indeed. i've seen abandoned tracks that were in better shape
19:52<drac_boy>greeter the funny thing is that during the 1960's a lot of the lines around ontario (specifically south close to toronto) had old wooden bridges so neither the emd GP7 or even the alco units could work them which was the only reason very old non-superheated 4-4-0, 2-6-0, etc steam locomotives were still found waddling around somtimes with only the caboose alone sometimes with one or few mixed freight wagons :)
19:52<greeter>hmm
19:52<drac_boy>one sec...
19:53<greeter>ok
19:55<drac_boy>http://yourrailwaypictures.com/CNRsteamengines/GTP_4-4-0_62-600.jpg these kind of little light locomotives (hand fired, "johnny bar" throttle, no roller bearings, greasy old fashioned piston valves, and more .. superheater often optional)
19:55<drac_boy>they only last past the 1930's due to these old low-traffic light lines (and even some into the 1960's)
19:55<drac_boy>:)
19:55<drac_boy>and note that very tiny piston size when compared to just about any other steam locomotives post-war heh
19:57<greeter>definitely looks old school
20:00<drac_boy>greeter just for a quick comparison sake .. the locomotive above would had been around 60,000-70,000 lbs wo/tender while the initial diesel-electric switcher diesel locomotive started at 200,000 lbs
20:01<drac_boy>so you can see why for the very little lines that still had daily freights but not enough reason to spend big $ to upper the bridges+rails were keeping the very old locomotives around for a long time while much newer big mainline steam locomotives were being cut up left and right
20:01<drac_boy>anyway thats all I want to tell you for now :)
20:03<greeter>alrighty then
20:05<drac_boy>greeter btw what you think of this at first look? https://scalaenne.files.wordpress.com/2011/11/a_z-eb-v-36-418-bw-steinbeck-am-schupp-vb-x-800-518.jpg
20:06<greeter>that looks a lot like a rail car that they have in town as part of the railway museum
20:08<drac_boy>heh well its a general purpose diesel-hydraulic locomotive that were built in a sizeable number .. there were also two slight unusual variations, first one being two "permanently" back to back then the other like in that photo had a small windowed turret on roof to allow rearward visibility especially for backward running for example (say no siding at end of route to run locomotive around train with)
20:09<greeter>hmm i see
20:09<drac_boy>listed as DR V36 .. later DB 236
20:10<drac_boy>btw they may not look like much but they did pretty much haul a lot of passengers in their time :) (at a leisure 50kph)
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20:11<greeter>yes, i bet
20:11<drac_boy>heres an unusually short train being shoved on :p http://www.der-cronenberger-samba.de/pics/Bild05.jpg
20:11<greeter>looks like it'd be the vip tour. the train is first introduced and a few people were invited for the maiden voyage
20:12<drac_boy>heh this is no vip .. its just simply a line that has little passengers but still someone found enough to keep a daily schedule rolling with :)
20:12<greeter>ah i see
20:13<drac_boy>its possible to find a few examples of that in north america too
20:13<greeter>indeed. i've heard about it with air travel
20:14<drac_boy>B&O had a bit of an extreme one tho .. running a single Budd RDC unit over a route that was 560 miles long ... somehow they seem to have kept finding enough passengers to keep such a very tiny schedule in their book for years
20:14<drac_boy>I mean could you imagine just one single self-powered coach over a long distance with only a few seats each stop? :)
20:14<greeter>i used to be a tourism professional, i'd keep up to date on bizarre happenings like that. got out of it because the work, pay, and hours are all really lousy
20:14<greeter>that'd be weird to see from start to finish for sure
20:15<drac_boy>oh and sleeper services (before pullman stopped existing naturally) could result in certain super-short trains just for the sake of ticket-keeping...
20:15<greeter>lol i see
20:16<drac_boy>so you have something like one locomotive hauling a sleeper wagon from burlington (vermont) to new york (duh) where the one wagon is then added to the standard schedule to go down to florida
20:16<greeter>lol
20:17<Eddi|zuHause><drac_boy> greeter btw what you think of this at first look? https://scalaenne.files.wordpress.com/2011/11/a_z-eb-v-36-418-bw-steinbeck-am-schupp-vb-x-800-518.jpg <-- these were used in some push-pull services without the need to have a steering wagon.
20:17<drac_boy>it did work for some time until rising profits cut into things and such "non-stop sleeping" services finally were discounted .. meaning if you had been in burlington later on you would have to find a normal daylight seat from burlington to new york then wait to board the sleeper train from there
20:18<Eddi|zuHause>that kind of luxourious thing was kinda in short supply in early post-war germany
20:18<Eddi|zuHause>so slapping such a dome on top was a cheaper alternative
20:19<greeter>i see. hmm
20:20<Eddi|zuHause>the kinds of route they serviced were usually taken over by VT95/VT98, though
20:20<drac_boy>greeter you should see some of the old boomer 1920's timetables for the few major northeast city stations in usa .. you would pull your hair crazy when you saw how many swappings was going around :p (nothing like say one train from north arrive at 2:29am and two sleepers removed from it to the only be shoved onto a different train together with freshly-supplied diner wagon to leave at 2:46am
20:20<greeter>oh yeah, i could believe that lol
20:20<drac_boy>these station shunter locomotives sure earned their keep with a lot of hustling around .. especially sometimes with very short time allocations
20:21<greeter>lol i bet
20:22<greeter>i applied for a job with cn rail earlier this year. glad i didn't get it now lol. course i wouldn't have been doing any of that anyway
20:22<drac_boy>greeter btw these kind of locomotives were the usual type you would find when you visited busy stations during the 1920-1950's period https://swrails.files.wordpress.com/2012/12/sp-1259-0-6-0-freasno-ca-5-30-55.jpg
20:22<drac_boy>small yet nimble (and all engine weight over driver axle .. no dead axles)
20:23<greeter>i do like the looks of those
20:23<drac_boy>greeter btw there is one related funny fact about them...
20:23<Eddi|zuHause>they look weirdly short somewh
20:23<Eddi|zuHause>*somehow
20:23<greeter>oh?
20:24<Eddi|zuHause>also, why is the tank round?
20:24<greeter>that i don't know
20:25<drac_boy>they could throw wagons around better than any diesel locomotives could if they had to heh .. the real reason tho is that when they're reversing the steam pressure is at normal level but when throttle shuts off to coast over the switch and eventually stop .. the pressure gets high .. then when the switch is reset the silly locomotive could scald forward like a cat's tail stomped by a rocker chair
20:26<greeter>i see
20:26<drac_boy>eddi...round tanks were pretty normal on some railroads due to a few factors including lower cost
20:26<drac_boy>they were called Vanderbilt for one ... not sure if theres more names in other places for them
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20:27<drac_boy>oh well wiki says this: Compared to rectangular tenders, cylindrical Vanderbilt tenders were stronger, lighter, and held more fuel in relation to surface area.
20:28<drac_boy>not surprising seeing that the tank shape often is higher than what many box shapes apparently were
20:28<greeter>i see
20:28<drac_boy>also with boxy tanks you needed lot of braces inside to hold the sides .. the round one had very little
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20:29<Eddi|zuHause>well, the main point is that rectangular shapes just hold more, given the same limited loading gauge
20:29<drac_boy>also in that photo of the Southern one .. you can't see any bunker because naturally .. thats an oil-fired locomotive .. so it has two liquids behind it technically speaking :)
20:29<Eddi|zuHause>that thought did go through my head, yes.
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20:30<drac_boy>oil firing was a bit common in the west part of usa .. partially due to lack of coal over the long ardic terrain
20:31<drac_boy>it was a different skill tho..especially to keep the oil a bit warm but not hot (otherwise hot oil doesn't exactly pump really well) .. with coal you could just jab shovel in and throw it into firebox
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20:32<drac_boy>mind you a few locomotives had been converted between either but many of the times the grates and more had to be changed to retain good efficency tho
20:33<drac_boy>greeter about steam pressure and diesel .. would you believe that this was why SP commuter trains in calfornia were still steam hauled for a while longer than most other railroads eh? :)
20:33<drac_boy>they had a lot of steam locomotives knocked off the mainline that they could reuse for almost no cost after all
20:33<greeter>hmm
20:34<drac_boy>even the infamous GS-1 (this http://www.steamlocomotive.com/northern/sp4460-hechtkoff.jpg ) could be found in commuter services long after diesel stole their usual mainline tasks
20:37<Eddi|zuHause>excess pressure sounds like a dangerous move
20:38<drac_boy>eddi well it was a everyday occurance tho
20:43<Eddi|zuHause>that is not a contradiction...
20:44<Eddi|zuHause>it's an everyday occurance that people run 20km/h above the speed limit...
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20:50<greeter>hmm sounds like you read the same report i did the other day
21:02<Eddi|zuHause>i probably did not.
21:03<Eddi|zuHause>i don't recall reading any reports about speed limits in the recent past
21:06<greeter>ah i see
21:12<drac_boy>greeter btw I dunno if we talked about this before but hows this for something that looks like a big body on small legs heh http://www.trevorheath.com/livesteaming/uploads/HSB/DSCF0080.JPG
21:12<drac_boy>its narrow gauge railroad btw
21:13<greeter>don't recall this one
21:15<drac_boy>greeter well that railway was one that had one side of its network almost right where the berlin wall went up .. even with that it still managed to survive obviously (right now its mainly a tourist one last I recall)
21:16<greeter>hmm
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21:19<drac_boy>greeter also if I recall (may be a different railway I'll have to check) one of these locomotive was technically..well how do I put this...on paper it was listed as a rebuild but in reality DRG actually built it almost all brand new
21:19<drac_boy>talk about a "new" steam locomotive in the 1980's heh :)
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21:20<greeter>hmm i see
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21:22<greeter>well, i'm gonna head out for now. take care, see you later
21:22<drac_boy>have fun greeting anyone else outside greeter :P
21:22<drac_boy>heh bye anyway ;)
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21:24<drac_boy>eddi while we're on the subject hows this for a tender? http://travelphotobase.com/i/USPA/PASM221.JPG
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---Logclosed Sat Oct 24 00:00:01 2015